/******************************************************************************
 * Spine Runtimes Software License
 * Version 2.3
 * 
 * Copyright (c) 2013-2015, Esoteric Software
 * All rights reserved.
 * 
 * You are granted a perpetual, non-exclusive, non-sublicensable and
 * non-transferable license to use, install, execute and perform the Spine
 * Runtimes Software (the "Software") and derivative works solely for personal
 * or internal use. Without the written permission of Esoteric Software (see
 * Section 2 of the Spine Software License Agreement), you may not (a) modify,
 * translate, adapt or otherwise create derivative works, improvements of the
 * Software or develop new applications using the Software or (b) remove,
 * delete, alter or obscure any trademarks or any copyright, trademark, patent
 * or other intellectual property or proprietary rights notices on or in the
 * Software, including any copy thereof. Redistributions in binary or source
 * form must include this license and terms.
 * 
 * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
 * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
 * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
 * EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
 * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
 * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
 * OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
 * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
 * OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
 * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 *****************************************************************************/

using UnityEngine;
using System.Collections;
using Spine.Unity;

public class Raptor : MonoBehaviour {

	#region Inspector
	[SpineAnimation]
	public string walk = "walk";

	[SpineAnimation]
	public string gungrab = "gungrab";

	[SpineAnimation]
	public string gunkeep = "gunkeep";

	[SpineEvent]
	public string footstepEvent = "footstep";

	public AudioSource footstepAudioSource;
	#endregion

	SkeletonAnimation skeletonAnimation;

	void Start () {
		skeletonAnimation = GetComponent<SkeletonAnimation>();
		skeletonAnimation.state.Event += HandleEvent;
		StartCoroutine(GunGrabRoutine());
	}

	void HandleEvent (Spine.AnimationState state, int trackIndex, Spine.Event e) {
		if (e.Data.Name == footstepEvent) {
			footstepAudioSource.pitch = 0.5f + Random.Range(-0.2f, 0.2f);
			footstepAudioSource.Play();
		}
	}

	IEnumerator GunGrabRoutine () {		
		// Play the walk animation on track 0.
		skeletonAnimation.state.SetAnimation(0, walk, true);

		// Repeatedly play the gungrab and gunkeep animation on track 1.
		while (true) {
			
			yield return new WaitForSeconds(Random.Range(0.5f, 3f));
			skeletonAnimation.state.SetAnimation(1, gungrab, false);

			yield return new WaitForSeconds(Random.Range(0.5f, 3f));
			skeletonAnimation.state.SetAnimation(1, gunkeep, false);

		}

	}

}
